Fixed logic, documented it in notes and tests
[open-adventure.git] / actions.c
1 #include <stdlib.h>
2 #include <stdbool.h>
3 #include "advent.h"
4 #include "dungeon.h"
5
6 static int fill(token_t, token_t);
7
8 static void state_change(long obj, long state)
9 {
10     game.prop[obj] = state;
11     pspeak(obj, change, state);
12 }
13
14 static int attack(struct command_t *command)
15 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
16  *  Attackable objects fall into two categories: enemies (snake,
17  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
18  *  enemies, or no enemies but 2 others. */
19 {
20     vocab_t verb = command->verb;
21     vocab_t obj = command->obj;
22     long spk = actions[verb].message;
23     if (obj == 0 || obj == INTRANSITIVE) {
24         if (atdwrf(game.loc) > 0)
25             obj = DWARF;
26         if (HERE(SNAKE))
27             obj = obj * NOBJECTS + SNAKE;
28         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
29             obj = obj * NOBJECTS + DRAGON;
30         if (AT(TROLL))
31             obj = obj * NOBJECTS + TROLL;
32         if (AT(OGRE))
33             obj = obj * NOBJECTS + OGRE;
34         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
35             obj = obj * NOBJECTS + BEAR;
36         if (obj > NOBJECTS)
37             return GO_UNKNOWN;
38         if (obj == 0) {
39             /* Can't attack bird or machine by throwing axe. */
40             if (HERE(BIRD) && verb != THROW)
41                 obj = BIRD;
42             if (HERE(VEND) && verb != THROW)
43                 obj = obj * NOBJECTS + VEND;
44             /* Clam and oyster both treated as clam for intransitive case;
45              * no harm done. */
46             if (HERE(CLAM) || HERE(OYSTER))
47                 obj = NOBJECTS * obj + CLAM;
48             if (obj > NOBJECTS)
49                 return GO_UNKNOWN;
50         }
51     }
52     if (obj == BIRD) {
53         spk = UNHAPPY_BIRD;
54         if (game.closed) {
55             rspeak(spk);
56             return GO_CLEAROBJ;
57         }
58         DESTROY(BIRD);
59         spk = BIRD_DEAD;
60     } else if (obj == VEND) {
61         state_change(VEND,
62                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
63         return GO_CLEAROBJ;
64     }
65
66     if (obj == 0)
67         spk = NO_TARGET;
68     if (obj == CLAM || obj == OYSTER)
69         spk = SHELL_IMPERVIOUS;
70     if (obj == SNAKE)
71         spk = SNAKE_WARNING;
72     if (obj == DWARF)
73         spk = BARE_HANDS_QUERY;
74     if (obj == DWARF && game.closed)
75         return GO_DWARFWAKE;
76     if (obj == DRAGON)
77         spk = ALREADY_DEAD;
78     if (obj == TROLL)
79         spk = ROCKY_TROLL;
80     if (obj == OGRE)
81         spk = OGRE_DODGE;
82     if (obj == OGRE && atdwrf(game.loc) > 0) {
83         rspeak(spk);
84         rspeak(KNIFE_THROWN);
85         DESTROY(OGRE);
86         int dwarves = 0;
87         for (int i = 1; i < PIRATE; i++) {
88             if (game.dloc[i] == game.loc) {
89                 ++dwarves;
90                 game.dloc[i] = LOC_LONGWEST;
91                 game.dseen[i] = false;
92             }
93         }
94         spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
95     } else if (obj == BEAR) {
96         switch (game.prop[BEAR]) {
97         case UNTAMED_BEAR:
98             spk = BEAR_HANDS;
99             break;
100         case SITTING_BEAR:
101             spk = BEAR_CONFUSED;
102             break;
103         case CONTENTED_BEAR:
104             spk = BEAR_CONFUSED;
105             break;
106         case BEAR_DEAD:
107             spk = ALREADY_DEAD;
108             break;
109         }
110     } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
111         /*  Fun stuff for dragon.  If he insists on attacking it, win!
112          *  Set game.prop to dead, move dragon to central loc (still
113          *  fixed), move rug there (not fixed), and move him there,
114          *  too.  Then do a null motion to get new description. */
115         rspeak(BARE_HANDS_QUERY);
116         if (silent_yes()) {
117             // FIXME: setting wd1 is a workaround for broken logic
118             command->wd1 = token_to_packed("Y");
119         } else {
120             // FIXME: setting wd1 is a workaround for broken logic
121             command->wd1 = token_to_packed("N");
122             return GO_CHECKFOO;
123         }
124         state_change(DRAGON, DRAGON_DEAD);
125         game.prop[RUG] = RUG_FLOOR;
126         /* FIXME: Arithmetic on location values */
127         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
128         move(DRAGON + NOBJECTS, -1);
129         move(RUG + NOBJECTS, 0);
130         move(DRAGON, k);
131         move(RUG, k);
132         drop(BLOOD, k);
133         for (obj = 1; obj <= NOBJECTS; obj++) {
134             if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
135                 move(obj, k);
136         }
137         game.loc = k;
138         return GO_MOVE;
139     }
140
141     rspeak(spk);
142     return GO_CLEAROBJ;
143 }
144
145 static int bigwords(token_t foo)
146 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
147  *  Look up foo in section 3 of vocab to determine which word we've got.  Last
148  *  word zips the eggs back to the giant room (unless already there). */
149 {
150     //int k = vocab(foo, 3);
151     char word[6];
152     packed_to_token(foo, word);
153     int k = (int) get_special_vocab_id(word);
154     int spk = NOTHING_HAPPENS;
155     if (game.foobar != 1 - k) {
156         if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
157             spk = START_OVER;
158         rspeak(spk);
159         return GO_CLEAROBJ;
160     } else {
161         game.foobar = k;
162         if (k != 4) {
163             rspeak(OK_MAN);
164             return GO_CLEAROBJ;
165         }
166         game.foobar = 0;
167         if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
168             rspeak(spk);
169             return GO_CLEAROBJ;
170         } else {
171             /*  Bring back troll if we steal the eggs back from him before
172              *  crossing. */
173             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
174                 game.prop[TROLL] = TROLL_PAIDONCE;
175             k = EGGS_DONE;
176             if (HERE(EGGS))
177                 k = EGGS_VANISHED;
178             if (game.loc == objects[EGGS].plac)
179                 k = EGGS_HERE;
180             move(EGGS, objects[EGGS].plac);
181             pspeak(EGGS, look, k);
182             return GO_CLEAROBJ;
183         }
184     }
185 }
186
187 static int bivalve(token_t verb, token_t obj)
188 /* Clam/oyster actions */
189 {
190     int spk;
191     bool is_oyster = (obj == OYSTER);
192     spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
193     if (TOTING(obj))
194         spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
195     if (!TOTING(TRIDENT))
196         spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
197     if (verb == LOCK)
198         spk = HUH_MAN;
199     if (spk == PEARL_FALLS) {
200         DESTROY(CLAM);
201         drop(OYSTER, game.loc);
202         drop(PEARL, LOC_CULDESAC);
203     }
204     rspeak(spk);
205     return GO_CLEAROBJ;
206 }
207
208 static void blast(void)
209 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
210 {
211     if (game.prop[ROD2] < 0 || !game.closed)
212         rspeak(REQUIRES_DYNAMITE);
213     else {
214         game.bonus = VICTORY_MESSAGE;
215         if (game.loc == LOC_NE)
216             game.bonus = DEFEAT_MESSAGE;
217         if (HERE(ROD2))
218             game.bonus = SPLATTER_MESSAGE;
219         rspeak(game.bonus);
220         terminate(endgame);
221     }
222 }
223
224 static int vbreak(token_t verb, token_t obj)
225 /*  Break.  Only works for mirror in repository and, of course, the vase. */
226 {
227     if (obj == MIRROR) {
228         if (game.closed) {
229             rspeak(BREAK_MIRROR);
230             return GO_DWARFWAKE;
231         } else {
232             rspeak(TOO_FAR);
233             return GO_CLEAROBJ;
234         }
235     }
236     if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
237         if (TOTING(VASE))
238             drop(VASE, game.loc);
239         state_change(VASE, VASE_BROKEN);
240         game.fixed[VASE] = -1;
241         return GO_CLEAROBJ;
242     }
243     rspeak(actions[verb].message);
244     return (GO_CLEAROBJ);
245 }
246
247 static int brief(void)
248 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
249 {
250     game.abbnum = 10000;
251     game.detail = 3;
252     rspeak(BRIEF_CONFIRM);
253     return GO_CLEAROBJ;
254 }
255
256 static int vcarry(token_t verb, token_t obj)
257 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
258  *  take one without the other).  Liquids also special, since they depend on
259  *  status of bottle.  Also various side effects, etc. */
260 {
261     int spk;
262     if (obj == INTRANSITIVE) {
263         /*  Carry, no object given yet.  OK if only one object present. */
264         if (game.atloc[game.loc] == 0 ||
265             game.link[game.atloc[game.loc]] != 0 ||
266             atdwrf(game.loc) > 0)
267             return GO_UNKNOWN;
268         obj = game.atloc[game.loc];
269     }
270
271     if (TOTING(obj)) {
272         rspeak(ALREADY_CARRYING);
273         return GO_CLEAROBJ;
274     }
275     spk = YOU_JOKING;
276     if (obj == PLANT && game.prop[PLANT] <= 0)
277         spk = DEEP_ROOTS;
278     if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
279         spk = BEAR_CHAINED;
280     if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
281         spk = STILL_LOCKED;
282     if (obj == URN)
283         spk = URN_NOBUDGE;
284     if (obj == CAVITY)
285         spk = DOUGHNUT_HOLES;
286     if (obj == BLOOD)
287         spk = FEW_DROPS;
288     if (obj == RUG && game.prop[RUG] == RUG_HOVER)
289         spk = RUG_HOVERS;
290     if (obj == SIGN)
291         spk = HAND_PASSTHROUGH;
292     if (obj == MESSAG) {
293         rspeak(REMOVE_MESSAGE);
294         DESTROY(MESSAG);
295         return GO_CLEAROBJ;
296     }
297     if (game.fixed[obj] != 0) {
298         rspeak(spk);
299         return GO_CLEAROBJ;
300     }
301     if (obj == WATER || obj == OIL) {
302         if (!HERE(BOTTLE) || LIQUID() != obj) {
303             if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
304                 return (fill(verb, BOTTLE));
305             else {
306                 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
307                     spk = BOTTLE_FULL;
308                 if (!TOTING(BOTTLE))
309                     spk = NO_CONTAINER;
310                 rspeak(spk);
311                 return GO_CLEAROBJ;
312             }
313         }
314         obj = BOTTLE;
315     }
316
317     spk = CARRY_LIMIT;
318     if (game.holdng >= INVLIMIT) {
319         rspeak(spk);
320         return GO_CLEAROBJ;
321     } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
322         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
323             DESTROY(BIRD);
324             rspeak(BIRD_CRAP);
325             return GO_CLEAROBJ;
326         }
327         if (!TOTING(CAGE))
328             spk = CANNOT_CARRY;
329         if (TOTING(ROD))
330             spk = BIRD_EVADES;
331         if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
332             rspeak(spk);
333             return GO_CLEAROBJ;
334         }
335         game.prop[BIRD] = BIRD_CAGED;
336     }
337     if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
338         carry(BIRD + CAGE - obj, game.loc);
339     carry(obj, game.loc);
340     if (obj == BOTTLE && LIQUID() != 0)
341         game.place[LIQUID()] = CARRIED;
342     if (GSTONE(obj) && game.prop[obj] != 0) {
343         game.prop[obj] = 0;
344         game.prop[CAVITY] = CAVITY_EMPTY;
345     }
346     rspeak(OK_MAN);
347     return GO_CLEAROBJ;
348 }
349
350 static int chain(token_t verb)
351 /* Do something to the bear's chain */
352 {
353     int spk;
354     if (verb != LOCK) {
355         spk = CHAIN_UNLOCKED;
356         if (game.prop[BEAR] == UNTAMED_BEAR)
357             spk = BEAR_BLOCKS;
358         if (game.prop[CHAIN] == CHAIN_HEAP)
359             spk = ALREADY_UNLOCKED;
360         if (spk != CHAIN_UNLOCKED) {
361             rspeak(spk);
362             return GO_CLEAROBJ;
363         }
364         game.prop[CHAIN] = CHAIN_HEAP;
365         game.fixed[CHAIN] = CHAIN_HEAP;
366         if (game.prop[BEAR] != BEAR_DEAD)
367             game.prop[BEAR] = CONTENTED_BEAR;
368         /* FIXME: Arithmetic on state numbers */
369         game.fixed[BEAR] = 2 - game.prop[BEAR];
370     } else {
371         spk = CHAIN_LOCKED;
372         if (game.prop[CHAIN] != CHAIN_HEAP)
373             spk = ALREADY_LOCKED;
374         if (game.loc != objects[CHAIN].plac)
375             spk = NO_LOCKSITE;
376         if (spk != CHAIN_LOCKED) {
377             rspeak(spk);
378             return GO_CLEAROBJ;
379         }
380         game.prop[CHAIN] = CHAIN_FIXED;
381         if (TOTING(CHAIN))
382             drop(CHAIN, game.loc);
383         game.fixed[CHAIN] = -1;
384     }
385     rspeak(spk);
386     return GO_CLEAROBJ;
387 }
388
389 static int discard(token_t verb, token_t obj, bool just_do_it)
390 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
391  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
392  *  Drop coins at vending machine for extra batteries. */
393 {
394     int spk = actions[verb].message;
395     if (!just_do_it) {
396         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
397             obj = ROD2;
398         if (!TOTING(obj)) {
399             rspeak(spk);
400             return GO_CLEAROBJ;
401         }
402         if (obj == BIRD && HERE(SNAKE)) {
403             rspeak(BIRD_ATTACKS);
404             if (game.closed)
405                 return GO_DWARFWAKE;
406             DESTROY(SNAKE);
407             /* Set game.prop for use by travel options */
408             game.prop[SNAKE] = SNAKE_CHASED;
409
410         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
411             rspeak(GEM_FITS);
412             game.prop[obj] = 1;
413             game.prop[CAVITY] = CAVITY_FULL;
414             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY &&
415                               game.prop[RUG] == RUG_HOVER))) {
416                 spk = RUG_RISES;
417                 if (TOTING(RUG))
418                     spk = RUG_WIGGLES;
419                 if (obj == RUBY)
420                     spk = RUG_SETTLES;
421                 rspeak(spk);
422                 if (spk != RUG_WIGGLES) {
423                     /* FIXME: Arithmetic on state numbers */
424                     int k = 2 - game.prop[RUG];
425                     game.prop[RUG] = k;
426                     if (k == 2)
427                         k = objects[SAPPH].plac;
428                     move(RUG + NOBJECTS, k);
429                 }
430             }
431         } else if (obj == COINS && HERE(VEND)) {
432             DESTROY(COINS);
433             drop(BATTERY, game.loc);
434             pspeak(BATTERY, look, FRESH_BATTERIES);
435             return GO_CLEAROBJ;
436         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
437             rspeak(BIRD_BURNT);
438             DESTROY(BIRD);
439             return GO_CLEAROBJ;
440         } else if (obj == BEAR && AT(TROLL)) {
441             rspeak(TROLL_SCAMPERS);
442             move(TROLL, 0);
443             move(TROLL + NOBJECTS, 0);
444             move(TROLL2, objects[TROLL].plac);
445             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
446             juggle(CHASM);
447             game.prop[TROLL] = TROLL_GONE;
448         } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
449             rspeak(OK_MAN);
450         } else {
451             game.prop[VASE] = VASE_BROKEN;
452             if (AT(PILLOW))
453                 game.prop[VASE] = VASE_WHOLE;
454             pspeak(VASE, look, game.prop[VASE] + 1);
455             if (game.prop[VASE] != VASE_WHOLE)
456                 game.fixed[VASE] = -1;
457         }
458     }
459     int k = LIQUID();
460     if (k == obj)
461         obj = BOTTLE;
462     if (obj == BOTTLE && k != 0)
463         game.place[k] = LOC_NOWHERE;
464     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
465         drop(BIRD, game.loc);
466     drop(obj, game.loc);
467     if (obj != BIRD)
468         return GO_CLEAROBJ;
469     game.prop[BIRD] = BIRD_UNCAGED;
470     if (FOREST(game.loc))
471         game.prop[BIRD] = BIRD_FOREST_UNCAGED;
472     return GO_CLEAROBJ;
473 }
474
475 static int drink(token_t verb, token_t obj)
476 /*  Drink.  If no object, assume water and look for it here.  If water is in
477  *  the bottle, drink that, else must be at a water loc, so drink stream. */
478 {
479     int spk = actions[verb].message;
480     if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
481         return GO_UNKNOWN;
482     if (obj != BLOOD) {
483         if (obj != 0 && obj != WATER)
484             spk = RIDICULOUS_ATTEMPT;
485         if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
486             game.prop[BOTTLE] = EMPTY_BOTTLE;
487             game.place[WATER] = LOC_NOWHERE;
488             spk = BOTTLE_EMPTY;
489         }
490         rspeak(spk);
491     } else {
492         DESTROY(BLOOD);
493         state_change(DRAGON, DRAGON_BLOODLESS);
494         game.blooded = true;
495     }
496     return GO_CLEAROBJ;
497 }
498
499 static int eat(token_t verb, token_t obj)
500 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
501  *  ok, some things lose appetite, rest are ridiculous. */
502 {
503     int spk = actions[verb].message;
504     if (obj == INTRANSITIVE) {
505         if (!HERE(FOOD))
506             return GO_UNKNOWN;
507         DESTROY(FOOD);
508         spk = THANKS_DELICIOUS;
509     } else {
510         if (obj == FOOD) {
511             DESTROY(FOOD);
512             spk = THANKS_DELICIOUS;
513         }
514         if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
515             DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
516             OGRE)
517             spk = LOST_APPETITE;
518     }
519     rspeak(spk);
520     return GO_CLEAROBJ;
521 }
522
523 static int extinguish(token_t verb, int obj)
524 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
525 {
526     if (obj == INTRANSITIVE) {
527         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
528             obj = LAMP;
529         if (HERE(URN) && game.prop[URN] == URN_LIT)
530             obj = URN;
531         if (obj == INTRANSITIVE ||
532             HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
533             HERE(URN) && game.prop[URN] == URN_LIT)
534             return GO_UNKNOWN;
535     }
536
537     if (obj == URN) {
538         if (game.prop[URN] != URN_EMPTY) {
539             state_change(URN, URN_DARK);
540         } else {
541             pspeak(URN, change, URN_DARK);
542         }
543
544     } else if (obj == LAMP) {
545         state_change(LAMP, LAMP_DARK);
546         rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
547     } else if (obj == DRAGON || obj == VOLCANO) {
548         rspeak(BEYOND_POWER);
549
550     } else {
551         rspeak(actions[verb].message);
552     }
553     return GO_CLEAROBJ;
554 }
555
556 static int feed(token_t verb, token_t obj)
557 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
558  *  mad.  Bear, special. */
559 {
560     int spk = actions[verb].message;
561     if (obj == BIRD) {
562         rspeak(BIRD_PINING);
563         return GO_CLEAROBJ;
564     } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
565         spk = NOTHING_EDIBLE;
566         if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
567             spk = RIDICULOUS_ATTEMPT;
568         if (obj == TROLL)
569             spk = TROLL_VICES;
570         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
571             DESTROY(BIRD);
572             spk = BIRD_DEVOURED;
573         }
574     } else if (obj == DWARF) {
575         if (HERE(FOOD)) {
576             game.dflag += 2;
577             spk = REALLY_MAD;
578         }
579     } else if (obj == BEAR) {
580         if (game.prop[BEAR] == UNTAMED_BEAR)
581             spk = NOTHING_EDIBLE;
582         if (game.prop[BEAR] == BEAR_DEAD)
583             spk = RIDICULOUS_ATTEMPT;
584         if (HERE(FOOD)) {
585             DESTROY(FOOD);
586             game.prop[BEAR] = SITTING_BEAR;
587             game.fixed[AXE] = 0;
588             game.prop[AXE] = 0;
589             spk = BEAR_TAMED;
590         }
591     } else if (obj == OGRE) {
592         if (HERE(FOOD))
593             spk = OGRE_FULL;
594     } else {
595         spk = AM_GAME;
596     }
597     rspeak(spk);
598     return GO_CLEAROBJ;
599 }
600
601 int fill(token_t verb, token_t obj)
602 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
603  *  is nasty.) */
604 {
605     int k;
606     int spk = actions[verb].message;
607     if (obj == VASE) {
608         spk = ARENT_CARRYING;
609         if (LIQLOC(game.loc) == 0)
610             spk = FILL_INVALID;
611         if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
612             rspeak(spk);
613             return GO_CLEAROBJ;
614         }
615         rspeak(SHATTER_VASE);
616         game.prop[VASE] = VASE_BROKEN;
617         game.fixed[VASE] = -1;
618         return (discard(verb, obj, true));
619     } else if (obj == URN) {
620         spk = FULL_URN;
621         if (game.prop[URN] != 0) {
622             rspeak(spk);
623             return GO_CLEAROBJ;
624         }
625         spk = FILL_INVALID;
626         k = LIQUID();
627         if (k == 0 || !HERE(BOTTLE)) {
628             rspeak(spk);
629             return GO_CLEAROBJ;
630         }
631         game.place[k] = LOC_NOWHERE;
632         game.prop[BOTTLE] = EMPTY_BOTTLE;
633         if (k == OIL)
634             game.prop[URN] = 1;
635         spk = WATER_URN + game.prop[URN];
636         rspeak(spk);
637         return GO_CLEAROBJ;
638     } else if (obj != 0 && obj != BOTTLE) {
639         rspeak(spk);
640         return GO_CLEAROBJ;
641     } else if (obj == 0 && !HERE(BOTTLE))
642         return GO_UNKNOWN;
643     spk = BOTTLED_WATER;
644     if (LIQLOC(game.loc) == 0)
645         spk = NO_LIQUID;
646     if (HERE(URN) && game.prop[URN] != 0)
647         spk = URN_NOPOUR;
648     if (LIQUID() != 0)
649         spk = BOTTLE_FULL;
650     if (spk == BOTTLED_WATER) {
651         /* FIXME: Arithmetic on property values */
652         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
653         k = LIQUID();
654         if (TOTING(BOTTLE))
655             game.place[k] = CARRIED;
656         if (k == OIL)
657             spk = BOTTLED_OIL;
658     }
659     rspeak(spk);
660     return GO_CLEAROBJ;
661 }
662
663 static int find(token_t verb, token_t obj)
664 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
665 {
666     int spk = actions[verb].message;
667     if (AT(obj) ||
668         (LIQUID() == obj && AT(BOTTLE)) ||
669         obj == LIQLOC(game.loc) ||
670         (obj == DWARF && atdwrf(game.loc) > 0))
671         spk = YOU_HAVEIT;
672     if (game.closed)
673         spk = NEEDED_NEARBY;
674     if (TOTING(obj))
675         spk = ALREADY_CARRYING;
676     rspeak(spk);
677     return GO_CLEAROBJ;
678 }
679
680 static int fly(token_t verb, token_t obj)
681 /* Fly.  Snide remarks unless hovering rug is here. */
682 {
683     int spk = actions[verb].message;
684     if (obj == INTRANSITIVE) {
685         if (game.prop[RUG] != RUG_HOVER)
686             spk = RUG_NOTHING2;
687         if (!HERE(RUG))
688             spk = FLAP_ARMS;
689         if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
690             rspeak(spk);
691             return GO_CLEAROBJ;
692         }
693         obj = RUG;
694     }
695
696     if (obj != RUG) {
697         rspeak(spk);
698         return GO_CLEAROBJ;
699     }
700     spk = RUG_NOTHING1;
701     if (game.prop[RUG] != RUG_HOVER) {
702         rspeak(spk);
703         return GO_CLEAROBJ;
704     }
705     game.oldlc2 = game.oldloc;
706     game.oldloc = game.loc;
707     /* FIXME: Arithmetic on location values */
708     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
709     spk = RUG_GOES;
710     if (game.prop[SAPPH] >= 0)
711         spk = RUG_RETURNS;
712     rspeak(spk);
713     return GO_TERMINATE;
714 }
715
716 static int inven(void)
717 /* Inventory. If object, treat same as find.  Else report on current burden. */
718 {
719     int spk = NO_CARRY;
720     for (int i = 1; i <= NOBJECTS; i++) {
721         if (i == BEAR || !TOTING(i))
722             continue;
723         if (spk == NO_CARRY)
724             rspeak(NOW_HOLDING);
725         game.blklin = false;
726         pspeak(i, touch, -1);
727         game.blklin = true;
728         spk = NO_MESSAGE;
729     }
730     if (TOTING(BEAR))
731         spk = TAME_BEAR;
732     rspeak(spk);
733     return GO_CLEAROBJ;
734 }
735
736 static int light(token_t verb, token_t obj)
737 /*  Light.  Applicable only to lamp and urn. */
738 {
739     if (obj == INTRANSITIVE) {
740         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
741             obj = LAMP;
742         if (HERE(URN) && game.prop[URN] == URN_DARK)
743             obj =  URN;
744         if (obj == INTRANSITIVE ||
745             HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
746             HERE(URN) && game.prop[URN] == URN_DARK)
747             return GO_UNKNOWN;
748     }
749
750     if (obj == URN) {
751         state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT);
752         return GO_CLEAROBJ;
753     } else {
754         if (obj != LAMP) {
755             rspeak(actions[verb].message);
756             return GO_CLEAROBJ;
757         }
758         if (game.limit < 0) {
759             rspeak(LAMP_OUT);
760             return GO_CLEAROBJ;
761         }
762         state_change(LAMP, LAMP_BRIGHT);
763         if (game.wzdark)
764             return GO_TOP;
765         else
766             return GO_CLEAROBJ;
767     }
768 }
769
770 static int listen(void)
771 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
772 {
773     long k;
774     int spk = ALL_SILENT;
775     k = locations[game.loc].sound;
776     if (k != SILENT) {
777         rspeak(k);
778         if (locations[game.loc].loud)
779             return GO_CLEAROBJ;
780         else
781             spk = NO_MESSAGE;
782     }
783     for (int i = 1; i <= NOBJECTS; i++) {
784         if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
785             continue;
786         int mi =  game.prop[i];
787         if (i == BIRD)
788             mi += 3 * game.blooded;
789         long packed_zzword = token_to_packed(game.zzword);
790         pspeak(i, hear, mi, packed_zzword);
791         spk = NO_MESSAGE;
792         /* FIXME: Magic number, sensitive to bird state logic */
793         if (i == BIRD && game.prop[i] == 5)
794             DESTROY(BIRD);
795     }
796     rspeak(spk);
797     return GO_CLEAROBJ;
798 }
799
800 static int lock(token_t verb, token_t obj)
801 /* Lock, unlock, no object given.  Assume various things if present. */
802 {
803     int spk = actions[verb].message;
804     if (obj == INTRANSITIVE) {
805         spk = NOTHING_LOCKED;
806         if (HERE(CLAM))
807             obj = CLAM;
808         if (HERE(OYSTER))
809             obj = OYSTER;
810         if (AT(DOOR))
811             obj = DOOR;
812         if (AT(GRATE))
813             obj = GRATE;
814         if (obj != 0 && HERE(CHAIN))
815             return GO_UNKNOWN;
816         if (HERE(CHAIN))
817             obj = CHAIN;
818         if (obj == 0 || obj == INTRANSITIVE) {
819             rspeak(spk);
820             return GO_CLEAROBJ;
821         }
822     }
823
824     /*  Lock, unlock object.  Special stuff for opening clam/oyster
825      *  and for chain. */
826     if (obj == CLAM || obj == OYSTER)
827         return bivalve(verb, obj);
828     if (obj == DOOR)
829         spk = RUSTY_DOOR;
830     if (obj == DOOR && game.prop[DOOR] == 1)
831         spk = OK_MAN;
832     if (obj == CAGE)
833         spk = NO_LOCK;
834     if (obj == KEYS)
835         spk = CANNOT_UNLOCK;
836     if (obj == GRATE || obj == CHAIN) {
837         spk = NO_KEYS;
838         if (HERE(KEYS)) {
839             if (obj == CHAIN)
840                 return chain(verb);
841             if (game.closng) {
842                 spk = EXIT_CLOSED;
843                 if (!game.panic)
844                     game.clock2 = PANICTIME;
845                 game.panic = true;
846             } else {
847                 state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
848                 return GO_CLEAROBJ;
849             }
850         }
851     }
852     rspeak(spk);
853     return GO_CLEAROBJ;
854 }
855
856 static int pour(token_t verb, token_t obj)
857 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
858  *  special tests for pouring water or oil on plant or rusty door. */
859 {
860     int spk = actions[verb].message;
861     if (obj == BOTTLE || obj == 0)
862         obj = LIQUID();
863     if (obj == 0)
864         return GO_UNKNOWN;
865     if (!TOTING(obj)) {
866         rspeak(spk);
867         return GO_CLEAROBJ;
868     }
869     spk = CANT_POUR;
870     if (obj != OIL && obj != WATER) {
871         rspeak(spk);
872         return GO_CLEAROBJ;
873     }
874     if (HERE(URN) && game.prop[URN] == 0)
875         return fill(verb, URN);
876     game.prop[BOTTLE] = EMPTY_BOTTLE;
877     game.place[obj] = LOC_NOWHERE;
878     spk = GROUND_WET;
879     if (!(AT(PLANT) || AT(DOOR))) {
880         rspeak(spk);
881         return GO_CLEAROBJ;
882     }
883     if (!AT(DOOR)) {
884         spk = SHAKING_LEAVES;
885         if (obj != WATER) {
886             rspeak(spk);
887             return GO_CLEAROBJ;
888         }
889         pspeak(PLANT, look, game.prop[PLANT] + 3);
890         game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
891         game.prop[PLANT2] = game.prop[PLANT];
892         return GO_MOVE;
893     } else {
894         state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
895         return GO_CLEAROBJ;
896     }
897 }
898
899 static int quit(void)
900 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
901 {
902     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
903         terminate(quitgame);
904     return GO_CLEAROBJ;
905 }
906
907 static int read(struct command_t command)
908 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
909 {
910     if (command.obj == INTRANSITIVE) {
911         command.obj = 0;
912         for (int i = 1; i <= NOBJECTS; i++) {
913             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
914                 command.obj = command.obj * NOBJECTS + i;
915         }
916         if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
917             return GO_UNKNOWN;
918     }
919
920     if (DARK(game.loc)) {
921         rspeak(NO_SEE, command.wd1, command.wd1x);
922     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
923         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
924     } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
925         rspeak(actions[command.verb].message);
926     } else
927         pspeak(command.obj, study, game.prop[command.obj]);
928     return GO_CLEAROBJ;
929 }
930
931 static int reservoir(void)
932 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
933 {
934     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
935         rspeak(NOTHING_HAPPENS);
936         return GO_CLEAROBJ;
937     } else {
938         pspeak(RESER, look, game.prop[RESER] + 1);
939         game.prop[RESER] = 1 - game.prop[RESER];
940         if (AT(RESER))
941             return GO_CLEAROBJ;
942         else {
943             game.oldlc2 = game.loc;
944             game.newloc = 0;
945             rspeak(NOT_BRIGHT);
946             return GO_TERMINATE;
947         }
948     }
949 }
950
951 static int rub(token_t verb, token_t obj)
952 /* Rub.  Yields various snide remarks except for lit urn. */
953 {
954     int spk = actions[verb].message;
955     if (obj != LAMP)
956         spk = PECULIAR_NOTHING;
957     if (obj == URN && game.prop[URN] == 2) {
958         DESTROY(URN);
959         drop(AMBER, game.loc);
960         game.prop[AMBER] = 1;
961         --game.tally;
962         drop(CAVITY, game.loc);
963         spk = URN_GENIES;
964     }
965     rspeak(spk);
966     return GO_CLEAROBJ;
967 }
968
969 static int say(struct command_t *command)
970 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
971 {
972     long a = command->wd1, b = command->wd1x;
973     if (command->wd2 > 0) {
974         a = command->wd2;
975         b = command->wd2x;
976         command->wd1 = command->wd2;
977     }
978     //int wd = vocab(command->wd1, -1);
979     char word1[6];
980     packed_to_token(command->wd1, word1);
981     int wd = (int) get_vocab_id(word1);
982     /* FIXME: magic numbers */
983     if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
984         /* FIXME: scribbles on the interpreter's command block */
985         wordclear(&command->wd2);
986         return GO_LOOKUP;
987     }
988     rspeak(OKEY_DOKEY, a, b);
989     return GO_CLEAROBJ;
990 }
991
992 static int throw_support(long spk)
993 {
994     rspeak(spk);
995     drop(AXE, game.loc);
996     return GO_MOVE;
997 }
998
999 static int throw (struct command_t *command)
1000 /*  Throw.  Same as discard unless axe.  Then same as attack except
1001  *  ignore bird, and if dwarf is present then one might be killed.
1002  *  (Only way to do so!)  Axe also special for dragon, bear, and
1003  *  troll.  Treasures special for troll. */
1004 {
1005     int spk = actions[command->verb].message;
1006     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1007         command->obj = ROD2;
1008     if (!TOTING(command->obj)) {
1009         rspeak(spk);
1010         return GO_CLEAROBJ;
1011     }
1012     if (objects[command->obj].is_treasure && AT(TROLL)) {
1013         spk = TROLL_SATISFIED;
1014         /*  Snarf a treasure for the troll. */
1015         drop(command->obj, 0);
1016         move(TROLL, 0);
1017         move(TROLL + NOBJECTS, 0);
1018         drop(TROLL2, objects[TROLL].plac);
1019         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1020         juggle(CHASM);
1021         rspeak(spk);
1022         return GO_CLEAROBJ;
1023     }
1024     if (command->obj == FOOD && HERE(BEAR)) {
1025         /* But throwing food is another story. */
1026         command->obj = BEAR;
1027         return (feed(command->verb, command->obj));
1028     }
1029     if (command->obj != AXE)
1030         return (discard(command->verb, command->obj, false));
1031     else {
1032         int i = atdwrf(game.loc);
1033         if (i <= 0) {
1034             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1035                 return throw_support(DRAGON_SCALES);
1036             if (AT(TROLL))
1037                 return throw_support(TROLL_RETURNS);
1038             else if (AT(OGRE))
1039                 return throw_support(OGRE_DODGE);
1040             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1041                 /* This'll teach him to throw the axe at the bear! */
1042                 drop(AXE, game.loc);
1043                 game.fixed[AXE] = -1;
1044                 game.prop[AXE] = 1;
1045                 juggle(BEAR);
1046                 rspeak(AXE_LOST);
1047                 return GO_CLEAROBJ;
1048             }
1049             command->obj = 0;
1050             return (attack(command));
1051         }
1052
1053         if (randrange(NDWARVES + 1) < game.dflag) {
1054             return throw_support(DWARF_DODGES);
1055         } else {
1056             game.dseen[i] = false;
1057             game.dloc[i] = 0;
1058             return throw_support((++game.dkill == 1)
1059                                  ? DWARF_SMOKE : KILLED_DWARF);
1060         }
1061     }
1062 }
1063
1064 static int wake(token_t verb, token_t obj)
1065 /* Wake.  Only use is to disturb the dwarves. */
1066 {
1067     if (obj != DWARF || !game.closed) {
1068         rspeak(actions[verb].message);
1069         return GO_CLEAROBJ;
1070     } else {
1071         rspeak(PROD_DWARF);
1072         return GO_DWARFWAKE;
1073     }
1074 }
1075
1076 static int wave(token_t verb, token_t obj)
1077 /* Wave.  No effect unless waving rod at fissure or at bird. */
1078 {
1079     int spk = actions[verb].message;
1080     if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
1081         spk = ARENT_CARRYING;
1082     if (obj != ROD ||
1083         !TOTING(obj) ||
1084         (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
1085         rspeak(spk);
1086         return GO_CLEAROBJ;
1087     }
1088     /* FIXME: Arithemetic on property values */
1089     if (HERE(BIRD))
1090         spk = FREE_FLY + MOD(game.prop[BIRD], 2);
1091     if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1092         drop(JADE, game.loc);
1093         game.prop[JADE] = 0;
1094         --game.tally;
1095         spk = NECKLACE_FLY;
1096         rspeak(spk);
1097         return GO_CLEAROBJ;
1098     } else {
1099         if (game.closed) {
1100             rspeak(spk);
1101             return GO_DWARFWAKE;
1102         }
1103         if (game.closng || !AT(FISSURE)) {
1104             rspeak(spk);
1105             return GO_CLEAROBJ;
1106         }
1107         if (HERE(BIRD))
1108             rspeak(spk);
1109         game.prop[FISSURE] = 1 - game.prop[FISSURE];
1110         pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
1111         return GO_CLEAROBJ;
1112     }
1113 }
1114
1115 int action(struct command_t *command)
1116 /*  Analyse a verb.  Remember what it was, go back for object if second word
1117  *  unless verb is "say", which snarfs arbitrary second word.
1118  */
1119 {
1120     token_t spk = actions[command->verb].message;
1121
1122     if (command->part == unknown) {
1123         /*  Analyse an object word.  See if the thing is here, whether
1124          *  we've got a verb yet, and so on.  Object must be here
1125          *  unless verb is "find" or "invent(ory)" (and no new verb
1126          *  yet to be analysed).  Water and oil are also funny, since
1127          *  they are never actually dropped at any location, but might
1128          *  be here inside the bottle or urn or as a feature of the
1129          *  location. */
1130         if (HERE(command->obj))
1131             /* FALL THROUGH */;
1132         else if (command->obj == GRATE) {
1133             if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1134                 command->obj = DPRSSN;
1135             if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1136                 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1137                 command->obj = ENTRNC;
1138         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1139             /* FALL THROUGH */;
1140         else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1141             /* FALL THROUGH */;
1142         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1143             command->obj = URN;
1144             /* FALL THROUGH */;
1145         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1146             command->obj = PLANT2;
1147             /* FALL THROUGH */;
1148         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1149             game.knfloc = -1;
1150             spk = KNIVES_VANISH;
1151             rspeak(spk);
1152             return GO_CLEAROBJ;
1153         } else if (command->obj == ROD && HERE(ROD2)) {
1154             command->obj = ROD2;
1155             /* FALL THROUGH */;
1156         } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
1157             /* FALL THROUGH */;
1158         else {
1159             rspeak(NO_SEE, command->wd1, command->wd1x);
1160             return GO_CLEAROBJ;
1161         }
1162
1163         if (command->wd2 > 0)
1164             return GO_WORD2;
1165         if (command->verb != 0)
1166             command->part = transitive;
1167     }
1168
1169     switch (command->part) {
1170     case intransitive:
1171         if (command->wd2 > 0 && command->verb != SAY)
1172             return GO_WORD2;
1173         if (command->verb == SAY)
1174             command->obj = command->wd2;
1175         if (command->obj == 0 || command->obj == INTRANSITIVE) {
1176             /*  Analyse an intransitive verb (ie, no object given yet). */
1177             switch (command->verb) {
1178             case CARRY:
1179                 return vcarry(command->verb, INTRANSITIVE);
1180             case  DROP:
1181                 return GO_UNKNOWN;
1182             case  SAY:
1183                 return GO_UNKNOWN;
1184             case  UNLOCK:
1185                 return lock(command->verb, INTRANSITIVE);
1186             case  NOTHING: {
1187                 rspeak(OK_MAN);
1188                 return (GO_CLEAROBJ);
1189             }
1190             case  LOCK:
1191                 return lock(command->verb, INTRANSITIVE);
1192             case  LIGHT:
1193                 return light(command->verb, INTRANSITIVE);
1194             case  EXTINGUISH:
1195                 return extinguish(command->verb, INTRANSITIVE);
1196             case  WAVE:
1197                 return GO_UNKNOWN;
1198             case  TAME:
1199                 return GO_UNKNOWN;
1200             case GO: {
1201                 rspeak(spk);
1202                 return GO_CLEAROBJ;
1203             }
1204             case ATTACK:
1205                 return attack(command);
1206             case POUR:
1207                 return pour(command->verb, command->obj);
1208             case EAT:
1209                 return eat(command->verb, INTRANSITIVE);
1210             case DRINK:
1211                 return drink(command->verb, command->obj);
1212             case RUB:
1213                 return GO_UNKNOWN;
1214             case THROW:
1215                 return GO_UNKNOWN;
1216             case QUIT:
1217                 return quit();
1218             case FIND:
1219                 return GO_UNKNOWN;
1220             case INVENTORY:
1221                 return inven();
1222             case FEED:
1223                 return GO_UNKNOWN;
1224             case FILL:
1225                 return fill(command->verb, command->obj);
1226             case BLAST:
1227                 blast();
1228                 return GO_CLEAROBJ;
1229             case SCORE:
1230                 score(scoregame);
1231                 return GO_CLEAROBJ;
1232             case GIANTWORDS:
1233                 return bigwords(command->wd1);
1234             case BRIEF:
1235                 return brief();
1236             case READ:
1237                 command->obj = INTRANSITIVE;
1238                 return read(*command);
1239             case BREAK:
1240                 return GO_UNKNOWN;
1241             case WAKE:
1242                 return GO_UNKNOWN;
1243             case SAVE:
1244                 return suspend();
1245             case RESUME:
1246                 return resume();
1247             case FLY:
1248                 return fly(command->verb, INTRANSITIVE);
1249             case LISTEN:
1250                 return listen();
1251             case PART:
1252                 return reservoir();
1253             default:
1254                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1255             }
1256         }
1257     /* FALLTHRU */
1258     case transitive:
1259         /*  Analyse a transitive verb. */
1260         switch (command->verb) {
1261         case  CARRY:
1262             return vcarry(command->verb, command->obj);
1263         case  DROP:
1264             return discard(command->verb, command->obj, false);
1265         case  SAY:
1266             return say(command);
1267         case  UNLOCK:
1268             return lock(command->verb, command->obj);
1269         case  NOTHING: {
1270             rspeak(OK_MAN);
1271             return (GO_CLEAROBJ);
1272         }
1273         case  LOCK:
1274             return lock(command->verb, command->obj);
1275         case LIGHT:
1276             return light(command->verb, command->obj);
1277         case EXTINGUISH:
1278             return extinguish(command->verb, command->obj);
1279         case WAVE:
1280             return wave(command->verb, command->obj);
1281         case TAME: {
1282             rspeak(spk);
1283             return GO_CLEAROBJ;
1284         }
1285         case GO: {
1286             rspeak(spk);
1287             return GO_CLEAROBJ;
1288         }
1289         case ATTACK:
1290             return attack(command);
1291         case POUR:
1292             return pour(command->verb, command->obj);
1293         case EAT:
1294             return eat(command->verb, command->obj);
1295         case DRINK:
1296             return drink(command->verb, command->obj);
1297         case RUB:
1298             return rub(command->verb, command->obj);
1299         case THROW:
1300             return throw (command);
1301         case QUIT: {
1302             rspeak(spk);
1303             return GO_CLEAROBJ;
1304         }
1305         case FIND:
1306             return find(command->verb, command->obj);
1307         case INVENTORY:
1308             return find(command->verb, command->obj);
1309         case FEED:
1310             return feed(command->verb, command->obj);
1311         case FILL:
1312             return fill(command->verb, command->obj);
1313         case BLAST:
1314             blast();
1315             return GO_CLEAROBJ;
1316         case SCORE: {
1317             rspeak(spk);
1318             return GO_CLEAROBJ;
1319         }
1320         case GIANTWORDS: {
1321             rspeak(spk);
1322             return GO_CLEAROBJ;
1323         }
1324         case BRIEF: {
1325             rspeak(spk);
1326             return GO_CLEAROBJ;
1327         }
1328         case READ:
1329             return read(*command);
1330         case BREAK:
1331             return vbreak(command->verb, command->obj);
1332         case WAKE:
1333             return wake(command->verb, command->obj);
1334         case SAVE: {
1335             rspeak(spk);
1336             return GO_CLEAROBJ;
1337         }
1338         case RESUME: {
1339             rspeak(spk);
1340             return GO_CLEAROBJ;
1341         }
1342         case FLY:
1343             return fly(command->verb, command->obj);
1344         case LISTEN: {
1345             rspeak(spk);
1346             return GO_CLEAROBJ;
1347         }
1348         case PART:
1349             return reservoir();
1350         default:
1351             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1352         }
1353     case unknown:
1354         /* Unknown verb, couldn't deduce object - might need hint */
1355         rspeak(WHAT_DO, command->wd1, command->wd1x);
1356         return GO_CHECKHINT;
1357     default:
1358         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1359     }
1360 }